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Question by aaronreeve · Mar 18, 2019 at 04:43 PM · scripting problemscript error

Issue with difference between unity editor and build - Collider issue

Hi all.

I'm very new to this but learning as fast as possible and have come across an issue with a bit of code. I have a ball that rolls around and hits walls that deduct a life from your lives. In the editor it works perfectly.


The walls it can hit are triggers and are tagged as DeathWall. They have .1 less sized walls inside themselves that aren't triggers and aren't rendered so to act as colliders for the ball to bounce off of.


The below snippet is the section that runs when the player touches a wall. - takenLife is declared and again all works in the editor and is set to false on lateupdate.


The problem is that in the build it deducts all your lives the first time you hit a wall. (You start with 3 lives as declared in a public int). This then ends the game which is from a function checking to end the game if lives == 0.


This is the collision check

  private void OnTriggerEnter(Collider other)
     {
   
         if (other.gameObject.CompareTag("Pickup"))
         {
             PlayScoreFX(new Vector3(other.gameObject.transform.position.x, (other.gameObject.transform.position.y-1), other.gameObject.transform.position.z));
             other.gameObject.SetActive(false);
             count = count + 1;        
         }else if (other.gameObject.CompareTag("DeathWall"))
         {
             if( takenLife == false)
             {
                 lives = lives - 1;
                 takenLife = true;
             }
             SetLivesText();
         }else if (other.gameObject.CompareTag("FinishLine"))
         {
             rb.gameObject.SetActive(false);
         }
     }

 private void LateUpdate()
     {
         Quit();                                                         //Check to Quit
         SetScoreText();                                                 //Update the Score
         takenLife = false;
     }

This is where it is evaluating the lives

     void SetLivesText()
     {
         livesText.text = "Lives Remaininng: " + lives.ToString();       //Show Lives and Check for no lives left
         if(lives == 0) { livesText.text = "GAME OVER"; rb.gameObject.SetActive(false); }
     }


This is in another script in my gamecontroller where rb is a reference to the player gameobject rigidbody.

     void IsItTheEnd()
     {
         if (!rb.gameObject.activeSelf)
         {
             highScore = Mathf.RoundToInt(PlayerController.scoreAdv);
             uiPanel.SetActive(false);
             scorePanel.SetActive(true);
         }
     }


Now i know that there will be lots of amateurish things in here and i am happy for any and all suggestions. I thanks you all in advance to helping the mystery of the disappearing lives!

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